<?xml version="1.0" encoding="UTF-8"?><!-- generator="wordpress/2.0.4" -->
<rss version="2.0" 
	xmlns:content="http://purl.org/rss/1.0/modules/content/">
<channel>
	<title>Comments on: getting ill? and working hard &#8230;</title>
	<link>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/</link>
	<description>running with scissors</description>
	<pubDate>Sun, 01 Aug 2010 04:43:55 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.0.4</generator>

	<item>
		<title>by: CAMERON</title>
		<link>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-7691</link>
		<pubDate>Thu, 24 Jun 2010 13:18:02 +0000</pubDate>
		<guid>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-7691</guid>
					<description>&lt;strong&gt;Medicamentspot.com International Legal RX Medications. Special Internet Prices (up to 40% off average US price). NO PRIOR PRESCRIPTION REQUIRED!...&lt;/strong&gt;

&lt;a href="http://medicamentspot.com/products/antiviral/combivir/order/ Combivir@buy.online" rel="nofollow"&gt;.&lt;/a&gt;...</description>
		<content:encoded><![CDATA[<p><strong>Medicamentspot.com International Legal RX Medications. Special Internet Prices (up to 40% off average US price). NO PRIOR PRESCRIPTION REQUIRED!&#8230;</strong></p>
<p><a href="http://medicamentspot.com/products/antiviral/combivir/order/ <a href="mailto:Combivir@buy.online"">Combivir@buy.online"</a> rel="nofollow">.</a>&#8230;
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Titel auteur datum xanax medication bmnwbbuk.</title>
		<link>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-4703</link>
		<pubDate>Mon, 01 Sep 2008 20:42:56 +0000</pubDate>
		<guid>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-4703</guid>
					<description>&lt;strong&gt;Xanax addiction....&lt;/strong&gt;

Order xanax online. Xanax. Titel auteur datum xanax medication bmnwbbuk....</description>
		<content:encoded><![CDATA[<p><strong>Xanax addiction&#8230;.</strong></p>
<p>Order xanax online. Xanax. Titel auteur datum xanax medication bmnwbbuk&#8230;.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: Xanax addiction.</title>
		<link>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-4686</link>
		<pubDate>Fri, 29 Aug 2008 22:19:57 +0000</pubDate>
		<guid>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-4686</guid>
					<description>&lt;strong&gt;Generic xanax 2 mg no prescription....&lt;/strong&gt;

Xanax bars. Xanax 2 mg 180 pills. Xanax. Xanax online....</description>
		<content:encoded><![CDATA[<p><strong>Generic xanax 2 mg no prescription&#8230;.</strong></p>
<p>Xanax bars. Xanax 2 mg 180 pills. Xanax. Xanax online&#8230;.
</p>
]]></content:encoded>
				</item>
	<item>
		<title>by: stefs</title>
		<link>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-3</link>
		<pubDate>Tue, 03 Oct 2006 00:34:07 +0000</pubDate>
		<guid>http://www.bluthaupt.com/2006/09/21/getting-ill-and-working-hard/#comment-3</guid>
					<description>~ how i would have done it ~

assumed facts:

1. the textures are needed as soon as the player character (pc) "sees" them, meaning needing them to be rendered and this pre-rendered, as rendering on the fly is undesireable. currently needed are all the tiles that can be problably seen, lying circulary around the player, as pc turning time is close to instant.

2. you know, how far (how many tiles) the player can see.

3. you know how fast the player can move (i assume, turning takes no time, and the mode is first person).

4. you precompute the actual time needed for rendering every tile  on a developement machine and store the results as factors. then you know the exact case relativley to the users computer speed, thus aproximatley in absolute terms after benchmarking the users computer (e.g. with the simplest tile).

so you need to pre-render all the tiles in viewing distance from your character, when hes not moving. but of course if he moves, you'd need to instantly pre-render tiles. so you need to pre-render all the tiles in viewing distance PLUS a certain amount of tiles even further away. this "certain amount" can be computed, as you know pc moving speed, the pre-rendering cost and the prerendering capability of the users pc. so, if the player moves, you've got a time buffer for prerendering the next tiles.

teleports from and to specific destinations can be included too, teleports from random to specific destinations need more cache/precomputing, altought teleports to random destinations are uncachable with this method alone.

or is there anything i didn't get?

ps: now that i look at it, it is even simpler. 1200mb of hard disc cache shouldn't be a problem nowadays. so pre-render a circular shape (viewing plus x% security based on benchmarks) around your character before entering the world, and then use the spare, unused processor time to render the rest, sorted by distance from your player character.</description>
		<content:encoded><![CDATA[<p>~ how i would have done it ~</p>
<p>assumed facts:</p>
<p>1. the textures are needed as soon as the player character (pc) &#8220;sees&#8221; them, meaning needing them to be rendered and this pre-rendered, as rendering on the fly is undesireable. currently needed are all the tiles that can be problably seen, lying circulary around the player, as pc turning time is close to instant.</p>
<p>2. you know, how far (how many tiles) the player can see.</p>
<p>3. you know how fast the player can move (i assume, turning takes no time, and the mode is first person).</p>
<p>4. you precompute the actual time needed for rendering every tile  on a developement machine and store the results as factors. then you know the exact case relativley to the users computer speed, thus aproximatley in absolute terms after benchmarking the users computer (e.g. with the simplest tile).</p>
<p>so you need to pre-render all the tiles in viewing distance from your character, when hes not moving. but of course if he moves, you&#8217;d need to instantly pre-render tiles. so you need to pre-render all the tiles in viewing distance PLUS a certain amount of tiles even further away. this &#8220;certain amount&#8221; can be computed, as you know pc moving speed, the pre-rendering cost and the prerendering capability of the users pc. so, if the player moves, you&#8217;ve got a time buffer for prerendering the next tiles.</p>
<p>teleports from and to specific destinations can be included too, teleports from random to specific destinations need more cache/precomputing, altought teleports to random destinations are uncachable with this method alone.</p>
<p>or is there anything i didn&#8217;t get?</p>
<p>ps: now that i look at it, it is even simpler. 1200mb of hard disc cache shouldn&#8217;t be a problem nowadays. so pre-render a circular shape (viewing plus x% security based on benchmarks) around your character before entering the world, and then use the spare, unused processor time to render the rest, sorted by distance from your player character.
</p>
]]></content:encoded>
				</item>
</channel>
</rss>
